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app.js
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const cellElements = document.querySelectorAll("[data-cell]");
const board = document.getElementById("board");
const X_CLASS = "x";
const CIRCLE_CLASS = "circle";
const winTextMessage=document.querySelector("[data-winning-message-text]");
const winMessageElement=document.getElementById('game-message');
const restartButton=document.getElementById('restartButton');
const win_combination =[
[0,1,2],
[3,4,5],
[6,7,8],
[0,3,6],
[1,4,7],
[2,5,8],
[0,4,8],
[2,4,6]
]
let circleTurn;
//At the beginning of the game
startGame();
restartButton.addEventListener('click',startGame)
//--------------------------------------------------------------------------------------
function startGame() {
circleTurn = false;
cellElements.forEach((cellItems) => {
// Let the click happen only once using {once:true}
cellItems.classList.remove(X_CLASS);
cellItems.classList.remove(CIRCLE_CLASS);
cellItems.removeEventListener('click',handleClick);
cellItems.addEventListener("click", handleClick, { once: true });
});
setBoardHover();
winMessageElement.classList.remove('show');
}
// To handle the click -----------------------------------------------------------------
function handleClick(e) {
const cell = e.target; // it return the cell which is clicked
const currentClass = circleTurn ? CIRCLE_CLASS : X_CLASS;
placeMarker(cell, currentClass);
if(checkWin(currentClass)){
endGame(false);
}
else if(isdraw()){
endGame(true);
}
else{
swapMarker();
setBoardHover();
}
}
// It checks if it a draw or not , if yes the dispaly the "Draw" Message else display the winning message --------------------------------------------------
function endGame(draw){
if(draw){
winTextMessage.innerText = "Draw !!!"
}
else{
winTextMessage.innerText =`${circleTurn ? "0's " :"X's "} wins !!!`
}
winMessageElement.classList.add('show');
}
// if every cell contains a class , then it's a draw-----------------------
function isdraw(){
return [...cellElements].every((item)=>{
return item.classList.contains(X_CLASS) || item.classList.contains(CIRCLE_CLASS);
})
}
// Placing the marker
function placeMarker(cell, currentClass) {
cell.classList.add(currentClass);
}
//Swaping the markers turn
function swapMarker() {
circleTurn = !circleTurn;
}
//setting the next hover marker
function setBoardHover() {
board.classList.remove(X_CLASS);
board.classList.remove(CIRCLE_CLASS);
if (circleTurn) {
board.classList.add(CIRCLE_CLASS);
} else {
board.classList.add(X_CLASS);
}
}
//Checking for winning combination
function checkWin(currentClass){
return win_combination.some((combination)=>{
return combination.every((index)=>{
return cellElements[index].classList.contains(currentClass)
})
})
}